VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Jacky

ぼるてっくす

  • Akira
  • Pai
Career matches388
Career win rate71.9%
Round win rate55.7%
Peak rank32
Distinct opponents48
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1613 #1,266 of 3,686 on the Elo list →

The overall rating moves on every match, whatever was picked; a character's rating adds this player's own adjustment on it. Both run from every recorded match since v1.10; how they are worked out is on the Elo list.

Characters played — VF5's own record

Jacky322471806772.9%
Akira28138964269.6%
Pai21330100.0%

These are the totals VF5 keeps for each character, read from the newest replay stored for it. They cover the player's whole ranked career and take no period.

Inputs per second

331 of 415 rounds counted

10.4 inputs a second (623 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira10.9656174
Jacky9.8587157

By opponent's character

Jacky11.267535
Lau10.361856
Lei Fei10.764025
Akira10.663429
Jean10.562832
Lion10.462624
Sarah9.858719
Wolf9.55688
Aoi9.154315
Brad9.55678
Jeffry10.261320
Shun10.261023
Eileen10.562813
Pai11.770012
Vanessa10.66357
Kage9.25505

An input is any change on the controller (a new stick direction, a button pressed or released) from the bell to the moment a round is decided, over the live time of the round. Only rounds whose inputs have been decoded are counted. Who you face changes the pace too: see the inputs-per-second article under News.

Against each character

Jacky136746.1%-18.8
Lau136746.1%-8.9
Lei Fei10100100.0%+44.0
Akira84450.0%-19.2
Jean75271.4%+20.4
Lion76185.7%+27.7
Sarah75271.4%+5.5
Wolf73442.9%-20.8
Aoi63350.0%-12.7
Brad53260.0%+10.2
Jeffry52340.0%-12.0
Shun51420.0%-28.0
Eileen32166.7%+7.4
Pai330100.0%+46.4
Vanessa21150.0%-14.1
Kage1010.0%-72.4

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

A matchup row is the particular people played on that character, not the character in general: one strong regular moves it as much as the matchup does.

By ring shape

Rectangle2114766.7%+15.4
Octagon146842.9%-16.7
Breakable Full Fence106460.0%-2.2
Breakable Half Fence95455.6%-7.9
Open94544.4%-24.8
Full Fence and Open65183.3%+28.2
Half Fence65183.3%+23.8
Single Wall64266.7%+18.4
Low Fence53260.0%+2.9
Full Fence42250.0%-14.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls6459.4%58.6%+0.8
No walls2055.0%59.3%-4.3

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

The fence-and-open stages and Training Room are on neither side, as on the stage report.

How these are tested
  • Each match gets an expected result from the two players' ranks, read off the ladder's rank-against-rank win rates, and shifted by one number per player so the expected wins add up to the actual ones. A row's gap is how far above that expectation it sits, against the same measure over the player's other matches.
  • Matches against the same opponent are not independent, so each test is widened by how unevenly this player's results fall across the people they played. Rows under 30 decided matches or 10 different opponents on either side carry no test, and each table is corrected for the number of rows tested in it.
  • Not adjusted for: how strong an opponent is for their rank. Rank carries most of it; the rest needs a rating model.

Most played opponents

Most played opponents, most recent first

yoshi21cc (Rank 28)2026/09/2332166.7%
hot-milk-www (Rank 30)2026/09/2331233.3%
NEKOz (Rank 26)2026/09/2354180.0%
MARUKO922 (Rank 29)2026/09/232020.0%
Chomelungma-GTR (Rank 31)2026/09/2331233.3%
カプリッチョ (Rank 27)2026/09/2343175.0%
gin-chaman (Rank 27)2026/09/23220100.0%
dochi-cochi (Rank 27)2026/09/2332166.7%
たっちい (Rank 29)2026/09/2332166.7%
n-nova06 (Rank 34)2026/08/3021150.0%
LEO (Rank 30)2026/08/3031233.3%
HIROCHILL (Rank 30)2026/08/3031233.3%
zephyr_dural (Rank 30)2026/08/2321150.0%
うをん (Rank 30)2026/08/232020.0%
sy62___ (Rank 24)2026/08/23220100.0%
paoya0423 (Rank 35)2026/07/17220100.0%
okb@j>おーけーびー (Rank 29)2026/07/172020.0%
nekomanma-01414 (Rank 29)2026/07/1721150.0%
satoru5110 (Rank 32)2026/06/2763350.0%
AZ-3rd (Rank 27)2026/06/272020.0%
wildguy177 (Rank 32)2026/04/1932166.7%
omame-3291 (Rank 29)2026/04/192020.0%
龍仙人【鬼手仏心】 (Rank 26)2026/04/1952340.0%
てーらい (Rank 29)2026/04/02440100.0%
luffy_888000 (Rank 26)2026/04/02220100.0%

Round openings

Every character

backdash into evade down6214.9%
Dash Hammer Kick66K into High Angle Upper Kick6K327.7%
Rimon Chouchu66P297.0%
Rimon Chouchu66P into Jouho Touken6P245.8%
Middle Smash6P143.4%
backdash into Jouho Senshou46P133.1%
Dash Hammer Kick66K102.4%
backdash into punchP102.4%
backdash into evade up92.2%
backdash into Beat & Back KnuckleP+KP81.9%
backdash into Beat KnuckleP+K81.9%
backdash into Jouho Touken6P81.9%
backdash into Souka Housui3P+K81.9%
crouch dash back into Jouho Touken6P81.9%
forward movement into punchP71.7%

94 further openings account for the other 167 rounds.

Akira

Career
96–42 · 69.6%
This season
51 matches · 56.9%
Peak rank
28

First hit in 60.7% of 201 rounds. Won 55.7% of the rounds they struck first, 54.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P2914.2%
Rimon Chouchu66P into Jouho Touken6P2411.7%
backdash into evade down2311.2%
backdash into Jouho Senshou46P136.3%
backdash into Jouho Touken6P83.9%
backdash into Souka Housui3P+K83.9%
crouch dash back into Jouho Touken6P83.9%
backdash into Koboku214P52.4%
backdash into Youhou33P52.4%
backdash into Sokutai3K41.9%
backdash into kickK41.9%
Senzankou66P+K into throwP+G31.5%
backdash into evade up31.5%
backdash into throwP+G31.5%
crouch dash back into Jouho Senshou46P31.5%

45 further openings account for the other 62 rounds.

Jacky

Career
180–67 · 72.9%
This season
48 matches · 58.3%
Peak rank
32

First hit in 59.7% of 201 rounds. Won 57.5% of the rounds they struck first, 50.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down3818.9%
Dash Hammer Kick66K into High Angle Upper Kick6K3215.9%
Middle Smash6P147.0%
Dash Hammer Kick66K105.0%
backdash into Beat & Back KnuckleP+KP84.0%
backdash into Beat KnuckleP+K84.0%
backdash into punchP84.0%
backdash into evade up52.5%
forward movement into punchP52.5%
Bil Jee6P+K into forward movement42.0%
Groin Kick6K+G42.0%
backdash into Middle Smash6P42.0%
crouch into Middle Kick3K42.0%
Slant Back Knuckle1P31.5%
Squat Straight2P31.5%

35 further openings account for the other 51 rounds.

Pai

Career
3–0 · 100.0%
This season
3 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Souchuken2P218.2%
backdash into Ensei Haikyaku4K19.1%
backdash into Ensei Toukyaku46K19.1%
backdash into RenkentaiPK19.1%
backdash into Shi'en Settai2K+G19.1%
backdash into evade down19.1%
backdash into evade up19.1%
backdash into throw escape19.1%
forward movement into punchP19.1%
up, up-forward kick+guard89K+G19.1%

How these are tested

A tell is a habit in how this player starts a round: something they do clearly more often in one situation than in the others — backing off more in round 2, say, or opening with one move more against one character. Each situation is compared with how they actually opened their rounds, and a tell is listed only if it is too strong to be a fluke even after allowing for how many situations were checked on this page. Anything weaker is left out, so a character with no tells listed may still have habits, just none the data can show for certain.

  • An opener is filed by what the player did first: attack (a named move or any button), move in (forward dash, forward movement or crouch dash forward), wait (guard, crouch or no input), back off (backdash, crouch dash back or backward movement) or evade. Each is also tested as the exact opener: the character's five most used, and the rest together.
  • Up to ten things known before a round starts are tested against the opener: which round it is, the opponent's character, the ring shape, how the player opened the round before and how the opponent did, whether they won or lost the round before, who landed the first hit of the round before, whether they go into it ahead, level or behind, and -- where a Shun is playing -- the drink points he starts it on: the player's own if they are Shun, the opponent's if they face one. Each is a chi-square test, divided by how much more alike the rounds of one match are than separate rounds would be, and never made more generous by it. Checked by shuffling the data so that nothing is there: the tests then find something no more often than chance allows.
  • Round results and drink points come from each match's round record, matched to its openers by the two players and the date. A match whose record is missing, lacks rounds the openers have, or does not add up to the match's result sits out of those four tests only. These four are compared only between rounds of the same number -- the score and the drinks follow from which round it is (every match starts level and on no drinks), so a pattern that is only “the first round is different” is not counted as one of theirs. Drawn rounds count toward neither side of the score, and the round after one has no previous result. Drink points are grouped as on the Shun report (none, 1–4, 5–9 and so on), with neighbouring groups joined where they are thin.
  • A character is tested with at least 300 rounds from 30 matches. Rare cases are pooled before testing, and a pattern is only named where it holds up after correcting for every test on this page (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Pai: not tested (too few rounds)